Merge pull request #12392 from lioncash/decl

General: Resolve -Wmissing-declaration warnings
This commit is contained in:
Admiral H. Curtiss 2023-12-11 23:39:23 +01:00 committed by GitHub
commit 4f02f526b8
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3 changed files with 8 additions and 8 deletions

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@ -81,7 +81,7 @@ void LoadPatchSection(const Common::IniFile& ini)
ReadEnabledAndDisabled(ini, "WC24Patch", &s_patches);
}
void LoadPatches()
static void LoadPatches()
{
const auto& sconfig = SConfig::GetInstance();
// We can only load WC24 Channels.

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@ -14,9 +14,9 @@
namespace VideoCommon
{
bool ParseShaderProperties(const VideoCommon::CustomAssetLibrary::AssetID& asset_id,
const picojson::array& properties_data,
std::map<std::string, VideoCommon::ShaderProperty>* shader_properties)
static bool ParseShaderProperties(const CustomAssetLibrary::AssetID& asset_id,
const picojson::array& properties_data,
std::map<std::string, ShaderProperty>* shader_properties)
{
if (!shader_properties) [[unlikely]]
return false;

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@ -39,8 +39,8 @@ static const char s_default_pixel_shader_name[] = "default_pre_post_process";
// RGBA16F should have enough quality even if we store colors in gamma space on it.
static const AbstractTextureFormat s_intermediary_buffer_format = AbstractTextureFormat::RGBA16F;
bool LoadShaderFromFile(const std::string& shader, const std::string& sub_dir,
std::string& out_code)
static bool LoadShaderFromFile(const std::string& shader, const std::string& sub_dir,
std::string& out_code)
{
std::string path = File::GetUserPath(D_SHADERS_IDX) + sub_dir + shader + ".glsl";
@ -769,7 +769,7 @@ std::string PostProcessing::GetFooter() const
return {};
}
std::string GetVertexShaderBody()
static std::string GetVertexShaderBody()
{
std::ostringstream ss;
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
@ -1002,7 +1002,7 @@ bool PostProcessing::CompilePixelShader()
return true;
}
bool UseGeometryShaderForPostProcess(bool is_intermediary_buffer)
static bool UseGeometryShaderForPostProcess(bool is_intermediary_buffer)
{
// We only return true on stereo modes that need to copy
// both source texture layers into the target texture layers.